Doom of Mokhaiotl

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NPCDoom of Mokhaiotl
Details
NPC typeSolo boss
LocationDoom arena; ::doom or ::dom
Combat
Combat level558; 758 while burrowed
Hitpoints2,500–3,500 by delve
Attack stylesMelee, Ranged and Magic
Maximum hitOrdinary attacks: 47–65; charged blast: 60–99
Attack interval (ticks)6 at delves 1–2; 5 at 3–6; 4 at 7+
ImmunitiesVenom
Access and rewards
RequirementsClaim outstanding rewards before starting a new run
Slayer categoryGreater demons; task location restrictions still apply
LootMokhaiotl cloth, Eye of Ayak, Avernic treads, Demon tear and supplies
PetDom from delve 6+

Doom of Mokhaiotl is a solo boss fought over increasingly difficult delves. Each kill adds rewards to the run. After a kill, claim the loot and finish, or descend and risk the entire unclaimed reward pile.

Getting there

Use ::doom or ::dom to reach the lobby, then jump the gap from the south. The outer entrance also leads to this lobby. There is no Final Dawn quest requirement. Claim previous rewards from the lobby chest before starting again.

Every new run starts at delve 1. Descending continues the current run one delve at a time; there is no checkpoint that skips earlier delves. Cannons are restricted.

Preparation

Bring food, Prayer restoration and weapons for several attack styles. A demonbane weapon is important from delve 3: Silverlight, Darklight, Arclight, Emberlight, Scorching bow and Purging staff can damage the demonic shield. Demonbane spells also work. Burning claws receive their demon combat bonus, but do not damage this shield.

Bring a melee switch for the exposed charge and switches for larvae protection prayers. A charged Eye of Ayak and holy water are also useful for larvae, although neither counts as a demonbane shield weapon. Tear-charged Eyes carried or equipped regain 10–20 charges after each Doom kill, up to their capacity.

The boss counts for Greater demon Slayer tasks. Assigned-location and Wilderness restrictions still apply.

Delves

Delve Hitpoints Ordinary attack interval Guaranteed tears Normal quantity multiplier
1 2500 6 ticks 0 ×0.50
2 2650 6 ticks 0 ×0.65
3 2800 5 ticks 50 ×1.00
4 2950 5 ticks 60 ×1.05
5 3100 5 ticks 70 ×1.10
6 3250 5 ticks 80 ×1.12
7 3400 4 ticks 90 ×1.14
8 3500 4 ticks 100 ×1.17
9+ 3500 4 ticks 100 ×1.20

Ordinary attack damage starts at 47 and rises by 3 per delve, up to 65. The table's interval applies between ordinary attacks; special attacks have their own timing. Normal reward quantities are multiplied after the amount is rolled, rounded down, with a minimum of one. Guaranteed tears are additional rewards.

Fight

Ordinary attacks and acid

Watch the incoming attack and use the matching protection prayer when it lands. Doom uses Magic and Ranged at delve 1, adding melee projectiles from delve 2. Staying close can trigger a melee lick. Correct protection blocks ordinary attacks; armour does not replace the prayer switch.

From delve 3, damaging the boss can leave acid. Standing in acid deals 1–7 damage each tick. Keep clean floor for movement. Acid carries into the next delve, except that entering delve 6 clears it.

Thrown rocks and the exposed charge

Every fourth ordinary attack throws a coloured rock. Delves 8+ throw a second rock one tick later. The rock launches alternating Ranged and Magic bolts, starting with its colour: one bolt at delve 1, two at delves 2–3 and three at 4+. Match protection prayers to their impacts.

The rock explosion turns off your protection prayer. Reactivate it and move off the falling-debris shadows. Debris deals 15–20 damage and leaves a boulder for later cover.

When Doom exposes itself with the combined Ranged and Magic protection overhead, hit it with melee to interrupt its charge. The interrupt adds damage based on your melee strength bonus and gives a longer recovery window. Waiting too long allows a blast that ignores prayer and defence: 60 damage at delves 1–3, 80 at 4–5 and 99 at 6+.

Killing Doom during this exposed charge, including with the interrupting melee hit, restores up to 32 hitpoints, 24 Prayer points and 25% special attack energy. It also clears acid immediately around you.

Demonic shield and larvae

From delve 3, Doom can raise a 500-hitpoint demonic shield after losing a quarter of its health. Use the shield-compatible demonbane attacks listed above. Positive shield damage resets its charge timer; failing to keep it interrupted allows the same charged blast.

Kill the larvae walking towards Doom. Respect their overhead prayers and use the unprotected style. Ordinary larvae have 2 hitpoints and giant larvae have 4. A shield-compatible demonbane attack, charged Eye of Ayak or holy water deals 2; other allowed attacks deal 1. Ordinary larvae take one compatible hit and giants take two. Suitable equipped weapons allow very fast follow-up attacks on larvae.

A larva exploding beside Doom deals 100 shield damage, or 5–10 damage when the shield is down. Avoid its explosion if it is away from Doom: it can hit you for up to 21 damage. Giant larvae have a larger explosion. Larvae reaching Doom heal it, damage you and add demonic charge; further escapes become more punishing. This charge carries through the run and resets for a new run.

Larvae arrive more frequently during the shield. From delve 4 they may protect against two styles, leaving only one usable style. Delves 5–7 can spawn two outside the shield, while delves 8+ use giant larvae outside the shield.

Burrows and boulder cover

From delve 5, breaking the demonic shield starts a burrow phase. Move out of the path towards the yellow eye. Doom's whole body and the tiles crossed by its dash can trample you. There are two dashes at delve 5 and three at 6+. Trample damage is 10 at delve 5, 20 at 6, 30 at 7 and 40 at 8+.

From delve 6, dashes also fire ordinary projectiles and lead into ground slams. Stand directly behind a surviving boulder, with the boulder between you and Doom, for the burrowed slam. Uncovered players can take 30–41 damage through prayer and defence. Dashes destroy boulders they cross. Delves 8+ leave fewer boulders, shorten the eye warning to two ticks and move much faster.

Shockwaves

When volatile earths appear, kill two to make an earth shield. The first kill marks the shield's destination; the second creates it at the second earth and sends it towards the first. Move inside the shield's bounds before the slams and stay inside through the last slam. Reaching its destination does not end its protection.

Unprotected shockwave slams each deal 30–41 damage through prayer and defence. There is one slam at delves 1–2, two at 3–4, three at 5–6, four at 7 and five at 8+. Earth shields also protect against falling-rock debris and clear acid beneath their centre.

Claiming and risking rewards

After each kill, Investigate the burrow to view rewards. Claiming ends the run and returns you to the lobby. Descend advances one delve and keeps all rewards at risk. Dying clears all unclaimed Doom rewards, including earlier uniques. Descending with a unique prompts a separate risk confirmation.

The reward window displays 16 item types. Additional types remain saved and are listed in chat; they are not discarded. A golden-light message announces an unclaimed unique. The Sarim Doom client plugin can highlight the burrow with a golden glow.

Use the lobby chest to claim any rewards held there. Banking keeps anything that cannot fit in the bank inside the chest. Inventory claiming drops overflow on the ground, so leave space and collect it before leaving. Collection-log credit is recorded when rewards are claimed.

Rewards

Each defeated delve gives one normal reward, plus its guaranteed tears where applicable. Unique, Dom, elite clue and Sol bonus rolls are separate and do not replace the normal reward.

Unique equipment and pet

These are base chances per individual delve kill, before ordinary drop-rate bonuses. They are not the combined chance from clearing all previous delves. The ordinary drop-rate bonus applies to both the equipment unique gate and this independent Dom roll.

Item Quantity Rarity
Mokhaiotl cloth (delve 2) 1 1/2500
Mokhaiotl cloth (delve 3) 1 1/2000
Eye of Ayak (uncharged) (delve 3) 1 1/2000
Mokhaiotl cloth (delve 4) 1 1/1350
Eye of Ayak (uncharged) (delve 4) 1 1/1350
Avernic treads (delve 4) 1 1/1350
Mokhaiotl cloth (delve 5) 1 1/810
Eye of Ayak (uncharged) (delve 5) 1 1/810
Avernic treads (delve 5) 1 1/810
Mokhaiotl cloth (delve 6) 1 1/765
Eye of Ayak (uncharged) (delve 6) 1 1/765
Avernic treads (delve 6) 1 1/765
Dom (delve 6; independent) 1 1/1000
Mokhaiotl cloth (delve 7) 1 1/720
Eye of Ayak (uncharged) (delve 7) 1 1/720
Avernic treads (delve 7) 1 1/720
Dom (delve 7; independent) 1 1/750
Mokhaiotl cloth (delve 8) 1 1/630
Eye of Ayak (uncharged) (delve 8) 1 1/630
Avernic treads (delve 8) 1 1/630
Dom (delve 8; independent) 1 1/500
Mokhaiotl cloth (delve 9+) 1 1/540
Eye of Ayak (uncharged) (delve 9+) 1 1/540
Avernic treads (delve 9+) 1 1/540
Dom (delve 9+; independent) 1 1/250

Normal rewards

The following quantities are for delve 3. Apply the quantity multiplier in the delve table for other delves. Rates are per normal reward and do not change with delve depth.

Item Quantity Rarity
Dragon med helm (noted) 1 1/21
Mystic earth staff (noted) 1 1/21
Rune pickaxe (noted) 1–3 1/21
Dragon platelegs (noted) 2–4 1/104
Death rune 50–70 1/21
Chaos rune 50–70 1/21
Earth rune 500–1,000 1/21
Fire rune 500–1,000 1/21
Cannonball 200–600 1/21
Onyx bolts 5–15 1/21
Coal (noted) 15–50 1/21
Gold ore (noted) 20–60 1/21
Runite ore (noted) 3–6 1/21
Celastrus seed 1 1/35
Spirit seed 1 1/35
Ranarr seed 1–3 1/52
Soul rune 150–400 1/21
Dragon dart tip 30–90 1/21
Raw shark (noted) 20–35 1/31
Cooked karambwan (noted) 40–70 1/62
Dragon bones (noted) 18–75 1/21
Tooth half of key 1 1/104
Demon tear 100–300 1/15
Mokhaiotl waystone 1–2 1/15

Separate bonuses

An elite clue scroll has a separate chance of 1/75 at delves 1–2 or 1/50 at delve 3+.

Each kill also makes one separate bonus roll. These chances are unboosted, are per kill and are not increased by the normal-loot quantity multiplier. Other outcomes give no bonus; Sol Heredit equipment and pet are not available through this roll.

Item Quantity Rarity
Perk point scroll 1–3 1/37
Glistening minerals 9–17 1/23
Shiny minerals 16–24 1/23
Drop rate scroll 1–2 1/51
Double drop scroll 1–2 1/51
Point mystery box 1–2 1/22
Donator mystery box 1 1/279

See also